Let's Talk Complexity and Design
Afternoon lads and lasses,
I got spurred to talk about this because I saw a pretty great video. I'd recommend you watch it, as it does bring up some pretty good points (such as the nature of change). Plus Gameplay should love it because it says that the game isn't as fun anymore and I know how much you all love finding things where people affirm your ideas! (Disclaimer: This is a joke please don't bombard my inbox with angry ranting about how I'm poking fun at Gameplay).
But IMO, the biggest flaw in the video and why I made this thread was about design. It's the fourth point in the video and mostly goes over how champions in the game have gotten more complex and how this is a bad thing. I want to talk about this because it's a super common complaint with Riot that they don't make simple champions anymore. While I disagree with this, I want to go in-depth and explain my thoughts on the matter.
One Final Note: DESIGN IS SUBJECTIVE. You can disagree with me and I can disagree with you. That's fine! There is no one "right" way to balance or design a game
#1.) The Nature of Complexity and an Evolving Game.
If League had never had deeper gameplay or strategy, people would begin to leave faster than they ever do now. Bear in mind, this is not a unique concept to League. Let's take DOTA2 for example. This is one of the earliest heroes, Sven. Sven has a very simple kit to grasp: Q stuns in an area. W gives him AoE attacks. E lets him boost speed/armor and his ult gives him more damage. It's all very simple. Now let's take a look at one of the later heroes, Earth Spirit.
By contrast, Earth Spirit is Sun Tzu's "The Art of War" to Sven's "Green Eggs and Ham". His moves all have special conditions. He has a separate button for summoning remenants. He has unique effects for allies, enemies, etc. This hero also sported one of the lowest win rates in the game and still was nerfed. But you know what? Earth Spirit should exist.
As games grow older, the skill floor of your average player rises. Things that used to be complex (Lee Sin and Insec) are now common and should be mastered by most players. Players, especially the good ones, deserve to have more complex things to play. In addition, these more complex characters serve roles that aren't currently in the game to a capacity. No comparison to Earth Spirit truly exists in DOTA2 in much the same way League has no champion akin to Azir.
Now that the nature of complexity and the need for these characters exists, we can go onto the harder part: Making them work.
#2.) Conditionals, Passives and the Nature of Novella Descriptions.
One of the things you'll note in the DOTA2 abilities is that while the abilities might seem smaller in description than Leagues, they also have quite a few lines of important notes. What's immune to spells. What can break BKB. What is the max of a spell you can place, etc. These are necessary for these characters to work, as to make a more complex character work, you often need more conditionals.
Let's take the newest champion, Pyke, for example. One of the obvious problems with an assassin support is that they could skill into a very tanky character while still bringing assassin-scale DPS to the fight. Ekko originally had this problem as well, not to mention many common support items (Knights Vow, Redemption, etc.) Have HP and defensive stats. To fix this issue, Riot made Pyke's bonus HP scale into AD instead. This allows him to build some supportive items without holding onto raw damage while also being tanky. A similar situation with Azir exists, as he has bonus AS because very few AP/AS items exist that work with him.
The more complex and "new" you make a character, the more passives and conditionals you need to help them function. This isn't necessarily a bad thing, mind you. Certain characters wouldn't work at all with these special abilities! In the video, for example, the Narrator directly references Kled's large passive. If Skaarl didn't work this way, Kled would lose a huge portion of what it means to be Kled and the unique nature of having a mounted character. Without his passive, Kled would be a bit too similar to Sejuani. Can these passives fail? Sure. Any skill can fail. But for every flop, you have a character like Jhin.
#3.) The Death of "Easy" Characters
Now moving onto the biggest criticism is that League doesn't make new/simple characters anymore and that everything these days is just a super complex character that you can never hope to grasp. To this I disagree but it's more about the misunderstanding between skill floor and skill ceiling. For a refresher and those who don't know, "Skill Floor" is considered the minimum amount of skill required to make a champion work. Nunu has a pretty low skill floor while Shaco can have a pretty high skill floor. Skill ceiling is the amount of skill required to play a champion at the ultimate, "perfect" level. A 4'2" person could touch the skill ceiling for Volibear. Azir's skill ceiling might require a few ladders to touch.
While there are certainly champions who have tough-to-grasp skill ceilings, not all new champion releases or reworks fall into this category. Let's take Rakan, for example. A great Rakan is a sight to behold, using allies as springboards and comboing his ult with numerous skills. He'll look like a pigeon on speed, flapping around at the speed of light. That said, Rakan isn't exactly a hard-to-grasp character. His kit is pretty simplistic and doesn't have all that many tough mechanics to get a handle on. A bronze player who is new shouldn't struggle with Rakan as a basic introduction.
What I think most people are upset about is that the skillcap for League has risen and that they have to "git gud" if they want to get the most out of their champion. To that, I can't really help or counterpoint. I've certain had characters that sting to put down because I'm not good enough to play them (Hi Viktor) and yeah, it does suck when this champ you love is beyond you. That said, it isn't innately Riot's fault that this character is too hard to play. Whether it's League, DOTA or even something more complex like Starcraft, the fault does not lie with the developer. The fault lies with us...and while it sucks, we can't blame them for making a tough character/faction/etc.
#4.) Conclusion and Criticism for Riot.
It is in any game's nature to release more complex characters as time goes on and it does take more varied circumstances to make them work. Is this necessarily a bad thing? Not at all. A good concept that requires two passives and a unique item to make work is still a good concept. What Riot should be more careful about is how they present these skills. Let's take a look at Kled:
https://puu.sh/AxlGH/67b6af908f.png
On the wiki and in-game, this can be a mouthful. However, there are ways that we can reduce the burden for players. I know people want more stats in their abilities but for the casual player, sometimes all you really need is a quick look. So let's take Kled's passive and make it a bit less painful for a player who just picked up Kled:
Mounted: Kled's base health does not increases but Skaarl acts a s a shield for Kled. When Skaarl reaches 0, Kled is dismounted.
Dismounted: Kled has lower MS and weaker autoattacks but gains MS when moving toward champions. Damage Kled deals can recharge Skaarl's courage.
Courage: Skaarl will return to Kled upon recall or hitting 100 Courage, returning with (%) of his life.
Is it still a mouthful? Sure as hell it is. That said, it still covers the important parts about Kled's passive (The passive shield, returning Skaarl, etc) while the smaller bits are left out. If anything, this will give players a better way to master their champion. A newbie to Kled will slowly begin to pick up the basics. Then they notice that remounting resets cooldowns. Then they'll notice they get a range change when they're normal kled, etc. These small features can be left out and allow for a lower skill floor while adding to the skill ceiling.
Do I expect these skills to go away? No. But Riot can still take steps to improving them. On the community side, people need to understand that these passives often exist for a reason and a champion having a wordy passive doesn't mean it's hard/too complex.
#TL;DR
Complciated passives/abilities exist for a reason. As games get older, the need for harder-to-play and more complex abilities are needed to keep new characters/releases fresh. That said, Riot can do more to simplify these abilities and even create mastery expression by allowing players to discover small facets of a champion on their own rather than being handed a 3 paragraph skill that explains EVERYTHING.
Feel free to comment. Unless it gets popular. Then I struggle to respond to everyone and my feelings get hurt by everyone telling me I'm a dummy for disagreeing with them. (/s)